Adjutant Hellknight Armiger

Level 2
Creature· humanMediumRemaster
AC 17
HP 30
Speed 20 ft.
Fort +11
Ref +5
Will +8
Perc +8
Size Medium
Common
Resistances mental 3
Languages common, diabolic
Skills athletics +8, intimidation +7, survival +7, society +5
Recall Knowledge society DC 16

Attacks

Melee Halberd +9/+4/-1(reach 10 ft., versatile S)
Damage: 1d10+4 piercing
Ranged Crossbow +6/+1/-4 (range 120 ft.)(reload 1 ft.)
Damage: 1d8 piercing
Melee Fist +9/+5/+1(agile, nonlethal, unarmed)
Damage: 1d4+4 bludgeoning

Abilities

Reactive Strikedefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Pinning Strikeoffensive

The adjutant Hellknight armiger makes a halberd Strike. On a success, the target is also Immobilized until the beginning of the adjutant's next turn, until the adjutant moves more than 10 feet away from the target, or the adjutant makes another halberd Strike, whichever comes first. The target can also attempt to Escape.